Mining occasionally reveals buried treasure. For instance, a secret item may appear among the dropped ores.

Using the MRAD probe outside of Heretic may lead to a secret item/boss

Permanent wingmen (Volkov, Jenna, and Rama) give out missions at certain points. These missions activate with the wingman sending a message to the player at a random time and the player sending a Talk command to start the mission. For instance, a treasure-hunting freighter may join the player early on and periodically create treasure-hunting escort missions as the player passes through systems.

Systems with gravity stars and stations that actually orbit them. Turns out that this is not a good idea.

Systems that are adjacently connected together with more than one pair of stargates (i.e. three stargates in one system correspond to three stargates in another system)

[New] Random encounters with named characters (i.e. an ambush by a named enemy Penitent) that have some dialogue for the player (i.e. "Your journey ends NOW!")

[New] Ship chatter

Last edited by 0xABCDEF on Wed Sep 20, 2017 10:39 pm, edited 2 times in total.

0xABCDEF wrote:Systems with gravity stars and stations that actually orbit them

The issue with animated orbiting is that it can make it harder to dock. Also, to borrow the Solar System as an example, the Earth takes a full year to make a revolution around the Sun. Unless you want to sit still and not do anything for a fairly long time, you’re not going to notice any movement at planetary distances, even with the time dilation between in-game time and real-time. Also, I’m not in favor of adding gravity. Currently it only gets added on exceptionally dense stellar bodies like white dwarf stars; having your ship move while you’re not doing anything to move it is an indication that there is something in the system trying to eat your ship that you don’t want to get close to, and I’d rather not have a new implementation of gravity that runs contrary to that.

An ideas:
When player near around 10 ls, a private craft or trade ship will greets player like "Hello".

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DigaRW wrote:An ideas:
When player near around 10 ls, a private craft or trade ship will greets player like "Hello".

Unique NPC ships in Escape Velocity: Override would do something like this, but all of the unique NPCs in Transcendence (aside from mods) are currently plot-relevant. Having every NPC ship send out greetings would add an awful lot of chatter to try to sort through, even if you trimmed it down to ones not set to 'guard/'patrol/'escort orders, but I would totally be in favor of adding a chance for NPC ships to message the player (probably chosen from an assortment based on their destiny value, or some such). …Or of adding a few more unique NPCs.

Unique NPC ships in Escape Velocity: Override would do something like this, but all of the unique NPCs in Transcendence (aside from mods) are currently plot-relevant. Having every NPC ship send out greetings would add an awful lot of chatter to try to sort through, even if you trimmed it down to ones not set to 'guard/'patrol/'escort orders, but I would totally be in favor of adding a chance for NPC ships to message the player (probably chosen from an assortment based on their destiny value, or some such). …Or of adding a few more unique NPCs.

This reminds me of an idea that I forgot to mention in this thread: Random encounters with plot-irrelevant named NPCs. For instance, one of my ideas was making it so that the player as a pilgrim may very rarely get ambushed by a named Penitent who yells "Your journey ends HERE!" before proceeding to strike the player with heavy weapons.

NPC ships in Escape Velocity: Override would do something like this, but all of the unique NPCs in Transcendence (aside from mods) are currently plot-relevant. Having every NPC ship send out greetings would add an awful lot of chatter to try to sort through, even if you trimmed it down to ones not set to 'guard/'patrol/'escort orders, but I would totally be in favor of adding a chance for NPC ships to message the player (probably chosen from an assortment based on their destiny value, or some such). …Or of adding a few more unique NPCs.

The issue is that the dialogue system is, at present, not visually attractive. It's based solely on functionality, and is thus only really used for useful orders and feedback. Having a 'radio' area in the lower left, similar in appearance to chat logs in MMOs(or in similar space games), where NPCs could chat/advertise without having their messages appear on the game screen would work better with this idea.

Effectively, we'd have two tiers of chat. High priority(functional), which would appear as it currently does and show up in white on the radio log, and low priority(atmospheric), which would only appear in the radio log, in a shade of grey. Low priority chat could include radio chatter from nearby stations and ships, including advertisements from CH stations. It could also potentially include 'taunts' from enemies you're fighting.